开始英雄技能系统,负责英雄技能的释放

This commit is contained in:
2025-02-02 17:18:32 +08:00
parent 00148863ad
commit 215fcd3a76
14 changed files with 56 additions and 484 deletions

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "c927f5c9-45cb-4400-8734-c706e615e4a4",
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"files": [],
"subMetas": {},
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@@ -1,6 +1,5 @@
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
@ecs.register('BattleMove')
export class BattleMoveComp extends ecs.Comp {
/** 移动方向1向右-1向左 */
direction: number = 1;

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@@ -1,17 +1,8 @@
/*
* @Author: dgflash
* @Date: 2021-08-11 16:41:12
* @LastEditors: dgflash
* @LastEditTime: 2022-07-25 17:05:02
*/
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BattleMoveSystem } from "./BattleMoveSystem";
import { MoveToSystem } from "./MoveTo";
export class EcsPositionSystem extends ecs.System {
constructor() {
super();
this.add(new MoveToSystem());
this.add(new BattleMoveSystem());
}
}

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@@ -1,136 +0,0 @@
/*
* @Author: dgflash
* @Date: 2021-08-11 16:41:12
* @LastEditors: dgflash
* @LastEditTime: 2023-01-19 15:27:24
*/
import { Node, Vec3 } from "cc";
import { Timer } from "../../../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { Vec3Util } from "../../../../../../extensions/oops-plugin-framework/assets/core/utils/Vec3Util";
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
/** 向目标移动,移动过程中目标位置变化会自动修正移动目标点,直到未修正前移动到目标点停止 */
@ecs.register('MoveTo')
export class MoveToComp extends ecs.Comp {
/** 移动节点 */
node: Node = null!;
/** 移动方向 */
velocity: Vec3 = Vec3Util.zero;
/** 移动速度(每秒移动的像素距离) */
speed: number = 0;
/** 目标实体ECS编号、目标位置 */
target: Vec3 | Node | null = null;
/** 坐标标(默认本地坐标) */
ns: number = Node.NodeSpace.LOCAL;
/** 偏移距离 */
offset: number = 0;
/** 偏移向量 */
offsetVector: Vec3 | null = null;
/** 移动完成回调 */
onComplete: Function | null = null;
/** 距离变化时 */
onChange: Function | null = null;
reset() {
this.ns = Node.NodeSpace.LOCAL;
this.offset = 0;
this.target = null;
this.offsetVector = null;
this.onComplete = null;
this.onChange = null;
}
}
@ecs.register('VariableMoveTo')
class VariableMoveToComponent extends ecs.Comp {
/** 延时触发器 */
timer: Timer = new Timer();
/** 终点备份 */
end: Vec3 | null = null;
/** 目标位置 */
target!: Vec3;
reset() {
this.end = null;
this.timer.reset();
}
}
/** 跟踪移动到目标位置 */
export class MoveToSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem, ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(MoveToComp);
}
entityEnter(e: ecs.Entity): void {
e.add(VariableMoveToComponent);
}
entityRemove(e: ecs.Entity): void {
e.remove(VariableMoveToComponent);
}
update(e: ecs.Entity) {
let move = e.get(MoveToComp);
let mtv = e.get(VariableMoveToComponent);
let end: Vec3;
console.assert(move.speed > 0, "移动速度必须要大于零");
if (move.target instanceof Node) {
end = move.ns == Node.NodeSpace.WORLD ? move.target.worldPosition : move.target.position;
}
else {
end = move.target as Vec3;
}
// 目标移动后,重计算移动方向与移动到目标点的速度
if (mtv.end == null || !mtv.end.strictEquals(end)) {
let target = end.clone();
if (move.offsetVector) {
target = target.add(move.offsetVector); // 这里的问题
}
// 移动方向与移动数度
let start = move.ns == Node.NodeSpace.WORLD ? move.node.worldPosition : move.node.position;
move.velocity = Vec3Util.sub(target, start).normalize();
// 移动时间与目标偏位置计算
let distance = Vec3.distance(start, target) - move.offset;
move.onChange?.call(this);
if (distance - move.offset <= 0) {
this.exit(e);
}
else {
mtv.timer.step = distance / move.speed;
mtv.end = end.clone();
mtv.target = move.velocity.clone().multiplyScalar(distance).add(start);
}
}
if (move.speed > 0) {
let trans = Vec3Util.mul(move.velocity, move.speed * this.dt);
move.node.translate(trans, Node.NodeSpace.LOCAL);
}
// 移动完成事件
if (mtv.timer.update(this.dt)) {
if (move.ns == Node.NodeSpace.WORLD)
move.node.worldPosition = mtv.target;
else
move.node.position = mtv.target;
this.exit(e);
}
}
private exit(e: ecs.Entity) {
let move = e.get(MoveToComp);
move.onComplete?.call(this);
e.remove(VariableMoveToComponent);
e.remove(MoveToComp);
}
}

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@@ -7,27 +7,27 @@ import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet";
import { Talents } from "../common/config/TalentSet";
import { SkillsComp } from "../skill/SkillSystem";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroModelComp;
HeroView!: HeroViewComp;
Skills!: SkillsComp;
BattleMove!: BattleMoveComp;
HeroSkills!: HeroSkillsComp;
protected init() {
this.addComponents<ecs.Comp>(
SkillsComp,
BattleMoveComp
BattleMoveComp,
HeroSkillsComp,
HeroModelComp
);
}
destroy(): void {
this.remove(HeroViewComp);
this.remove(HeroViewComp);;
super.destroy();
}
@@ -35,7 +35,6 @@ export class Hero extends ecs.Entity {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
scale = 1
let box_group=BoxSet.HERO
this.addComponents<ecs.Comp>( HeroModelComp);
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
@@ -99,13 +98,11 @@ export class Hero extends ecs.Entity {
this.add(hv);
// 初始化多个技能组件
const skills = this.get(SkillsComp);
// 初始化移动参数
const move = this.get(BattleMoveComp);
move.direction = 1; // 向右移动
move.targetX = 800; // 右边界
console.log("hero_init",skills,move);
}

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@@ -16,7 +16,6 @@ import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroInfo } from "../common/config/heroSet";
import { MoveToComp } from "../common/ecs/position/MoveTo";
import { Talents } from "../common/config/TalentSet";
import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
@@ -36,7 +35,6 @@ export class Monster extends ecs.Entity {
destroy(): void {
this.remove(HeroViewComp);
this.remove(MoveToComp);
super.destroy();
}

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@@ -1,11 +1,10 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { SkillSystem } from "./SkillSystem";
import { SkillAnimationSystem } from "./SkillAnimation";
import { HeroSkillSystem } from "./HeroSkillSystem";
export class EcsSkillSystem extends ecs.System {
constructor() {
super();
this.add(new SkillSystem());
this.add(new SkillAnimationSystem());
this.add(new HeroSkillSystem());
}
}

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@@ -0,0 +1,26 @@
import { Node, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { HeroSkillsComp } from "./heroSkillsComp";
/** 技能系统 */
@ecs.register('HeroSkillSystem')
export class HeroSkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroViewComp);
}
update(e: ecs.Entity) {
let skills = e.get(HeroSkillsComp);
let view = e.get(HeroViewComp);
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "eb55eb50-dace-4e75-8965-3475c0b11835",
"uuid": "36448c83-0bd9-495b-806d-6e7d640370e3",
"files": [],
"subMetas": {},
"userData": {}

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@@ -1,79 +0,0 @@
import { Vec3 } from "cc";
import { ecs } from "db://oops-framework/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
// 投射物组件
@ecs.register('Projectile')
export class ProjectileComp extends ecs.Comp {
speed: number = 500; // 飞行速度
direction: Vec3 = Vec3.RIGHT;// 飞行方向
maxDistance: number = 1000; // 最大射程
traveled: number = 0; // 已飞行距离
penetrate: number = 3; // 穿透次数
targets = new Set<ecs.Entity>(); // 已命中目标
reset() {
this.speed = 500;
this.direction.set(Vec3.RIGHT);
this.maxDistance = 1000;
this.traveled = 0;
this.penetrate = 3;
this.targets.clear();
}
}
// 投射物系统
@ecs.register('ProjectileSystem')
export class ProjectileSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(ProjectileComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const proj = e.get(ProjectileComp);
const view = e.get(HeroViewComp);
// 移动计算
const delta = proj.direction.multiplyScalar(proj.speed * this.dt);
view.node.position = view.node.position.add(delta);
proj.traveled += delta.length();
// 碰撞检测使用ECS组件检测
this.checkCollision(e);
// 超出射程销毁
if (proj.traveled >= proj.maxDistance) {
e.destroy();
}
}
private checkCollision(e: ecs.Entity) {
const proj = e.get(ProjectileComp);
const view = e.get(HeroViewComp);
// 获取范围内所有敌人
// const enemies = ecs.getEntities(HeroViewComp).filter(entity => {
// const enemyView = entity.get(HeroViewComp);
// return enemyView.boxGroup !== view.boxGroup &&
// Vec3.distance(view.node.position, enemyView.node.position) <= 50; // 碰撞半径
// });
// enemies.forEach(enemy => {
// if (!proj.targets.has(enemy)) {
// this.applyDamage(e, enemy);
// proj.targets.add(enemy);
// proj.penetrate--;
// }
// });
if (proj.penetrate <= 0) {
e.destroy();
}
}
private applyDamage(projectile: ecs.Entity, target: ecs.Entity) {
const projView = projectile.get(HeroViewComp);
const targetView = target.get(HeroViewComp);
// targetView.takeDamage(projView.attack);
}
}

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@@ -1,55 +0,0 @@
import { ecs ,} from "db://oops-framework/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillsComp } from "./SkillSystem";
import { SkillSet } from "../common/config/SkillSet";
import { Node } from "cc";
// 动画组件
@ecs.register('SkillAnimation')
export class SkillAnimationComp extends ecs.Comp {
prefab: Node | null = null; // 预制体实例
damageTriggerTime = 0.3; // 伤害触发时间(秒)
elapsed = 0; // 已播放时间
reset() {
this.prefab?.destroy();
this.prefab = null;
this.damageTriggerTime = 0.3;
this.elapsed = 0;
}
}
// 动画系统
@ecs.register('SkillAnimationSystem')
export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillAnimationComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const anim = e.get(SkillAnimationComp);
anim.elapsed += this.dt;
// 伤害触发检测
// if (!anim.hitted && anim.elapsed >= anim.hitTime) {
// this.applyDamage(e);
// anim.hitted = true;
// }
// 更新动画状态
// if (anim.elapsed >= anim.duration) {
// e.remove(SkillAnimationComp);
// }
}
private applyDamage(e: ecs.Entity) {
const skill = e.get(SkillsComp);
const view = e.get(HeroViewComp);
// 添加伤害标记组件
}
// 在角色组件中实现目标查找
}

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@@ -1,187 +0,0 @@
import { Node, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillSet } from "../common/config/SkillSet";
import { SkillAnimationComp } from "./SkillAnimation";
import { ProjectileComp } from "./ProjectileComp";
/** 技能触发组件 */
@ecs.register('HerosSkills')
export class SkillsComp extends ecs.Comp {
/** 技能ID */
skillId: number = 0;
/** 目标位置/实体 */
target: Vec3 | Node | null = null;
/** 当前冷却时间 */
currentCooldown: number = 0;
reset() {
this.skillId = 0;
this.target = null;
this.currentCooldown = 0;
}
}
/** 技能系统 */
@ecs.register('SkillSystem')
export class SkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillsComp, HeroViewComp);
}
update(e: ecs.Entity) {
let skill = e.get(SkillsComp);
let view = e.get(HeroViewComp);
if (this.canCastSkill(skill, view)) {
this.castSkill(e, skill);
}
}
private canCastSkill(skill: SkillsComp, view: HeroViewComp): boolean {
return skill.currentCooldown <= 0 &&
view.pw >= view.pwm;
}
private castSkill(entity: ecs.Entity, skill: SkillsComp) {
const skillData = SkillSet[skill.skillId];
// // 创建飞弹实体
// const projectile = ecs.createEntity();
// const projView = projectile.add(HeroViewComp);
// projView.node = instantiate(skillData.prefab);
// projView.node.setParent(entity.get(HeroViewComp).node.parent);
// projView.node.setPosition(entity.get(HeroViewComp).node.position);
// // 添加投射物组件
// projectile.add(ProjectileComp, {
// speed: skillData.speed,
// direction: entity.get(HeroViewComp).node.scale.x > 0 ? Vec3.RIGHT : Vec3.LEFT,
// maxDistance: skillData.range,
// penetrate: skillData.penetrate
// });
// 应用冷却时间
skill.currentCooldown = skillData.cooldown;
// 根据技能类型处理
switch(skillData.type) {
case 'damage':
this.handleDamage(entity, skillData);
break;
case 'heal':
this.handleHeal(entity, skillData);
break;
case 'projectile':
this.castProjectileSkill(entity, skillData);
break;
}
// 播放动画(示例)
// entity.get(HeroViewComp).playAnimation(skillData.anim);
// 触发完成回调
entity.remove(SkillsComp);
}
private handleDamage(entity: ecs.Entity, data: any) {
const view = entity.get(HeroViewComp);
// 实现伤害逻辑...
}
private handleHeal(entity: ecs.Entity, data: any) {
const view = entity.get(HeroViewComp);
// 实现治疗逻辑...
}
private castProjectileSkill(entity: ecs.Entity, skillData: any) {
const view = entity.get(HeroViewComp);
// 创建飞弹实体
}
private exit(e: ecs.Entity) {
e.remove(SkillsComp);
}
}
// 动画系统
@ecs.register('SkillAnimationSystem')
export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillAnimationComp);
}
update(e: ecs.Entity): void {
const anim = e.get(SkillAnimationComp);
anim.elapsed += this.dt;
// 触发伤害检测
if (anim.elapsed >= anim.damageTriggerTime) {
e.add(DamageLineComp); // 添加伤害区域组件
e.remove(SkillAnimationComp);
}
}
}
// 直线型伤害区域组件
@ecs.register('DamageLine')
export class DamageLineComp extends ecs.Comp {
startPos: Vec3 = new Vec3();
direction: Vec3 = Vec3.RIGHT;
length: number = 300;
width: number = 50;
reset() {
this.startPos.set();
this.direction.set(Vec3.RIGHT);
this.length = 300;
this.width = 50;
}
}
// 直线伤害系统
@ecs.register('DamageLineSystem')
export class DamageLineSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(DamageLineComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const line = e.get(DamageLineComp);
const caster = e.get(HeroViewComp);
// 根据角色朝向调整方向
line.direction = caster.node.scale.x > 0 ? Vec3.RIGHT : new Vec3(-1, 0, 0);
// 获取直线区域内的目标
const targets = this.getTargetsInLine(
caster.node.worldPosition,
line.direction,
line.length,
line.width,
caster.box_group
);
// 应用伤害
targets.forEach(target => {
});
e.remove(DamageLineComp);
}
private getTargetsInLine(origin: Vec3, dir: Vec3, length: number, width: number, team: number): ecs.Entity[] {
return [];
}
private isInLine(origin: Vec3, dir: Vec3, target: Vec3, length: number, width: number): boolean {
return false; // 临时返回值保持类型安全
// const toTarget = target.subtract(origin);
// const projection = Vec3.project(toTarget, dir);
}
}

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@@ -0,0 +1,10 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
@ecs.register('HeroSkills')
export class HeroSkillsComp extends ecs.Comp {
/** 移动方向1向右-1向左 */
reset() {
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "42bf4f68-80fe-4b71-88d1-89cbaea575cb",
"files": [],
"subMetas": {},
"userData": {}
}